Kilaya - Hocus (jdtucker)
NAME: Kilaya

LOOK: Man, casual wear, soft face, sharp eyes, wiry body

HARM: My heart cries from the pain the world feels.

STATS: Cool=0 Hard+1 Hot-1 Sharp+1 Weird+2

XP: ( ) ( ) ( ) ( ) ( )

(x) Fortunes
(x) Frenzy
(x) Charismatic
( ) Fucking Wacknut
( ) Seeing Souls
( ) Divine Protection

(x) Oftener Right

  • Fashion
  • Oddments worth 2 barter
    • Phonebook - Boston
    • Freedom trail map
  • 9mm pistol (2-harm close loud)

    • Owe Gabe 1 Barter - Healing Weft and Meredith
    • Gained 1 Barter - tips from Students

(  )get +1 cool (max cool+2)
( ) get +1 hard (max hard+2)
( ) get +1 sharp (max sharp+2)
( ) get a new hocus move
( ) get a new hocus move
(X) choose a new option for your followers
( ) choose a new option for your followers
( ) get a holding (detail) and wealth
(X) get a move from another playbook - Oftener Right
( ) get a move from another playbook
( ) get +1 to any stat (max stat+3)
( ) retire your character (to safety)
( ) create a second character to play
( ) change your character to a new type
( ) choose 3 basic moves and advance them
( ) advance the other 4 basic moves

  My students: fortune +2, 10 members
  Surplus: insight, +1 Barter
    • Your followers are rigorous and argumentative.  Surplus: +insight
    • Your followers are involved in successful commerce.  +1 fortune.
    • Your followers are hard-working, no-nonsense. Surplus: +1 barter.
  Wants: judgement
    • You have few followers, 10 or fewer.  Surplus: -1 barter
    • Your followers aren't really yours, more like you're theirs.  Want:
      -judgement instead of want: -desertion


Fortunes: fortune, surplus and want all depend on your followers. At the beginning of the session, roll+fortune(+2). On a 10+, your followers have surplus. On a 7–9, they have surplus, but choose 1 want. On a miss, they are in want. If their surplus lists barter, like 1-barter or 2-barter, that’s your personal share.

Frenzy: When you speak the truth to a mob, roll+weird(+2). On a 10+, hold 3. On a 7–9, hold 1. Spend your hold 1 for 1 to make the mob:
  • bring people forward and deliver them.
  • bring forward all their precious things.
  • unite and fight for you as a gang (2-harm 0-armor size appropriate).
  • fall into an orgy of uninhibited emotion: fucking, lamenting, fighting,
    sharing, celebrating, as you choose.
  • go quietly back to their lives.
On a miss, the mob turns on you.

Charismatic: when you try to manipulate someone, roll+weird instead of roll+hot.


When you use your followers for insight, ask your followers what they think your best course is, and the MC will tell you. If you pursue that course, take +1 to any rolls you make in the pursuit. If you pursue that course but don’t accomplish your ends, you mark experience.

SPECIAL MOVE: Weird Entanglement

If you and another character have sex, you each hold 1. Either of you can spend your hold any time to help or interfere with the other, at a distance or despite any barriers that would normally prevent it.

SAVVYHEAD MOVE: Oftener right

When a character comes to you for advice, tell them what you honestly think the best course is. If they do it, they take +1 to any rolls they make in the doing, and you mark an experience circle.

1) Manipulate (Weird*) - Fauna's Place
2) Act under fire (Cool) - Fauna's Place
3) Insight (Fail) - The Dust Settles #28
4) Frenzy (Weird) - The Dust Settles #59
5) Manipulate (Weird) - The Dust Settles #72 * new option for followers (hard-working Surplus: +barter)
6) Manipulate (Weird) - Cry in the Dark #8
7) Manipulate (Weird) - Back to the infirmary #66
--- session 2 ---
8) Read a person (Sharp) - Early to the Party #2
9) Read the sitch (Sharp) - Early to the party #2
10) Read a person (Sharp) - The Keep II #74 *
11) Read a person (Sharp) - The Keep II #75
--- session 3 ---